Warhammer 40K 6th Edition – First Review
July 3, 2012 by warzan
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We've been up all night with 6th Edition 40K and Warren and Darrell are ready to give you their first impressions.
What will the guys make of some of the new changes and what will be missed from the old 5th edition?
What do you guys think of the new book?
What do you love or hate about it?
Check out the Gothic Ruins from the Battlefield in a Box Range:
O_O Darrell Age – 20 O_O
WOW, just….WOW. Ireland is weird.
Love the beards!
Fearless causing no wounds in assault is probably quite good for nids. Also trygons doing stomp could be scary.
Great first look, can’t wait for the rest of the week! Makes up for that Dark Eldar video, which, no offence wasn’t the best. Cheers, long time fan.
vindicators come with a storm bolter and you can get a nother won for 10 points!
From what I read of the book Psykers get all powers of a psychic school, no random picking, you are just limited on how many you can use.
pg.418 ‘to randomly generate a psychic power, first choose one of the psychic disciplines known to the psyker. Then roll a D6…’ etc.
1. Guys, hull pts are BAD for vehicles. I played a game with necrons and wiped 4 vehicles on T1. Including a LRaider. Also disembarking is very difficult now (no charge for like 85% for the occasion) 2. About PPowers: they’re random cause GW loves random. That’s what they like. Divination is imo really great… It helps a lot of reserve control. 3. Mission are all night fight! This is very important guys…It’s ment to get guys into the midfield… Downs shooty armies a bit and counters the Hammer&Anvil deployment, where you can easily get your guard army 36″ away… Read more »
Agreed on HULL POINTS ARE BAD
Sure you have 2 or 3 or 4 hull points, basically ‘wounds’ but now anythign glancing is an autowound. You don’t need to pray for that 6 on a lone penetrating hit when you can just toss a bunch of glancing hits on it.
It depends.
I like them.
Sure you can glance to death “easily” now but still you need too hit and have the need power first and roll adequately. Unless you have the autoglance but that is only the current übercrons. So HP are ok, especially if you apply infantry to protect from charges and utilize 25% covers.
I play Eldar mostly and my games so fare have been enjoyable even with my suddenly vulnerable falcons and serpents. AND even thou my Walkers and vypers are paperplanes now
I actually like hull points, the predictability it gives as Darrell mentioned I think is positive I also like the fact that to impair a vehicle you need to hit it with serious firepower – and provides a good distinction between glancing and penetrating.
I think the random power decks are because they feel it has worked well in fantasy – in game terms and card sales terms. In addition I am sure as each codex releases random powers will come in and new decks be released – check the free space in the psychic powers box.
IMHO Allies are not from 2k up, but on any points. In fact, from 2k up, you can have two allied detachements, since you are able to take “one allied detachement for each primary detachament”, and on 2k, the FOC gets doubled 😉
Fantasyk sounds ok. will be interesting to start playing a few games. personally, I would want my gaming buddies to scrap the psychic powers from the codecies and just randomly pick the big book ones, I think it would be more fun (we don’t do tourny games). I saw a vid about how vehicle were screwed now. I don’t think that from what you were saying about the hull points etc. The reason seems to be that the game was necrons spamming gaus weapons. they have some stupid glance rule right? I would much rather just move to warmachine, myself.… Read more »
Have to add somethin’:
1. Same here Warren. DIY Chapter and already have tons of corporation models I have been wanting to ally.
2; Guys, don’t forget the FAQ’s!!! They change SO MUCH stuff.
3. No flyers? Darrell, I hope you noticed you’re long fans can fire 5 AA S7 missiles.
Actually they can’t, nothing in the book or the FAQ lets anyone take flakk missiles yet. They’re a purchasable upgrade to missile launchers, not a default one and nowhere does it tell you who can purchase them/how much they are.
But it’s the ML itself that has a new profile.
And the FAQ says you need to refer to the book in terms of equipment, unit type, hull pts…
Again read page 57″ All missile launchers come with frag and krak missiles as standard, and some have the option to upgrade to include flakk missiles” So yes flakk missiles are a new profile for missile launchers, but not all of them get it. So until an FAQ or new codex tells us who can get them and how much they cost then noone can use them.
Ow, sorry, my bet.. Don’t have the rulebook you see. Not planning to kill someone.
(though Mat Ward… No, he did a quite nice job with Necrons…)
But I did spent 6hs saturday ramming all the new rules into my head…
Ow, sorry, my bet.. Don’t have the rulebook you see. Not planning to kill someone.
(though Mat Ward… No, he did a quite nice job with Necrons…)
But I did spent 6hs saturday ramming all the new rules into my head, so I know how the game plays… But not every detail of it.
“Next edition I’ll have a concussion.”
Priceless – but guys if any of you are getting impatient try the collector’s edition… 🙂
Failing that just put the book in the gamer’s satchel…with a lead weight…
😉
Well my “snapfire” reaction: Thanks for the video guys, it saves trawling through erratic internet posts! You couldn’t find the powers chart? Surely it should be before all the psychic powers? Typical GW…:) I don’t like the sound of the style of writing…”Witchfire power” sounds like a subversive, renaissance protein bar. Random charges? I can see where they’re coming from but I also don’t like it…at the last minute those raging Khorne Berzerkers suddenly get cramp or the Hive Mind puts out lazy vibes? Pfft… I like the idea of psychic disciplines, it reminds me of Dark Millennium, although I… Read more »
Maybe the codex physic powers will be dropped from the new ones and replaced with the rulebook ones. Much like the magic items in fantasy.
Love random charges. Makes a more enjoyable game.
Premeasure is heaven especially for us over 40!
Maybe with a new codex you will also have to chose randomly psychic powers 😀
The Primaris powers are not default powers you get, its in the section ‘Primaris Powers’ on page 418.
If you don’t like the random power you received, you can swap it for a primaris power.
I do think when the new codex’s come out they only be able to use the new ones, so I’m glad that my GK book came when it did 🙂 remember thats only a gut feeling.
I think Telepathy powers are great! Hallucination and Invisibility will become a BIG pain in the game
So they’ve left in apocalypse. which was written for 4th ed, and basically only contains “new” huge vehicles, that you cant use cos they don’t have hull points…
Dear games workshop:
http://www.youtube.com/watch?v=yytbDZrw1jc
As far as psychic powers go, and indeed, the apocalypse/cityfight etc things, I would expect a new book next year along the lines of storm of magic to roll everything into one book, codex powers will probably become obsolete at that point.
Still can’t get over the beards, missed the first 15mins trying to compose myself.
Tyranids – I was so hoping to use a swarm of hormagaunts, love the models. I tried readign the book+codex in any way but they still seem slow and useless. move 6″, run best two of 3d6 (fleet) with 1 of the dice rerolled (bounding leap) that’s still max 12″, but if you run you can’t assault? So correct me if I’m wrong but still a threat range of max 18″, but more realistically way less with guys at the front dieing. I read somewhere in the rumours that they would be a threat at like 36″ and now I… Read more »
My thoughts.. personally.. is they will bring out a new Nids book eventaully.. who knows when.. and they will “VITO” the synaps rule like they did with “We’ll be back”. I forsee it being if your are in rang of a synapse creature u get some kind of bounus other wise nothing.
The new rulebook is 472 pages (counting covers & fold outs as separate pages). The rules and reference portions are 151 pages (i.e. 1/3rd of the book, not half Darrell). Vehicles except those with 4 HP are now much more vulnerable to getting glanced to death, especially against haywire and gauss weapons. I will keep playing vindis as now I can add a 2nd SB & HK for 20 points, making a weapon destroyed result on 25% chance of taking out the Demolisher, and being able to sustain 5 WD results. That will mean it is more vulnerable to glance… Read more »
.A WD still means you have lost a hull point as you have suffered a penetrating hit. Therefore I think its an interesting call on if you load up on weapons to try and keep the demolisher, or if you don’t bother as the odds of all three pens being a WD is quite low
And I said three pens because it only has three hull points, so the most WDs you will ever need to endure is three (although the last is a mute point)
Sounds like an evolution in wargaming 😉 pass for another 4 yrs
I put my Warhammer 40k 6th book to good use:
https://twitter.com/1AngryGamer/status/220513299782045696/photo/1
And thats what I think of that
It will be a while before we really know how the game pans out, it’s a bit of a sap decision to dismiss the rule set so quickly
Which psychic categories you can choose is in your armies FAQ.
Also even though i dont own them, there’s also a table in the psychiccardpack.